I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.
So I’d like to share a few of my ideas:
THE ELEMENTS: Earth and Acid
Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.
This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard
Acid:
Caustic Grip:
1st level conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
A thick acid covers your palms dealing damage to a creature you try to touch. Make a melee spell attack against the target. On hit the target takes 4d4 acid damage and and additional 2d4 at the start of their next turn.
At Higher Levels: +1d4 acid damage per additional spell level to the initial damage.
Acidic Erosion:
3rd level conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
You throw a thick caustic liquid at a creature sticking to their armour lowering its effectiveness and dealing minor damage. The creature must make a dexterity saving throw or have their AC lowered by 2 and take 1d4 acid damage and an additional 1d4 acid damage at the end of their turn. This effect last for 1 minute or until the target passes the dex save at the end of their turn.
At Higher Levels: -1AC per additional spell level
Acid Rain
5th level Conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 120ft
Duration: Concentration, 1 Minute
A green cloud appears, centered on a point you can see pours acid in a 20ft radius dealing damage and destroying the environment underneath it. Targets that start their turn within the radius must make a dexterity saving throw. The creatures take 6d4 damage on a failed save, or half as much damage on a successful one. You can spend an action to move the cloud 20ft.
At Higher Levels: +1d8 every turn per additional spell level
Avatar of Acid:
6th Level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Self
Duration: Concentration, 10 minute
Your body becomes a host for the acidic. A thick green liquid drips from all over your form. You gain these various properties:
– You gain immunity to acid damage
– You any time you are struck by a melee attack the attacker takes 3d4 acid damage.
– Your unarmed strikes and touch spells deal an additional 2d4 acid damage.
– If you grapple an opponent they take 2d4 acid damage each turn they start grappled.
When this spell ends you take 2d4 acid from the last bits of acid left over inside you.
Earth:
Boulder Bash:
2nd level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Take an existing or create a boulder from the ground and hurl it at a target. Make a ranged spell attack, if it hits the target takes 2d12 bludgeoning damage and must make a strength saving throw. If the target fails they are knocked prone.
There must be earth around you to use as ammunition.
At Higher Levels: Size of boulder increases. +1d12 damage per spell level
Gaia’s Blessing:
3rd level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
You focus and the ability to tremor-sense in a range of 60ft.
Fissure:
4th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Self(100-foot line)
Duration: Instantaneous
The ground erupts in a straight line toward the direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 4d12 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one.
This spell has no effect on targets 10 ft or higher off the ground.
At Higher Levels: +1d12 damage per spell level
Condensed Shot:
5th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 2 actions
Range: 60 feet
Duration: Concentration, 6 seconds.
You take a large piece of earth and hold it in front of you for your first turn. For your second turn you condense the earth into a small point and throw it at an opponent dealing heavy damage. Make a ranged spell attack, if it hits the target takes 7d12 piercing damage. On a miss, the targets takes 2d12 bludgeoning damage from the nearby debris kicked up from the stone.
If your concentration is broken during the first turn the spells ends with no effect. You need earth nearby to use as ammunition.
At Higher Levels: +1d12 damage per spell level.
Next week, the elements of Ice and Water.